Namespaces are annoying.
When building assets, what I do to deal with them is I bind a hotkey to
collapse all namespaces, as sometimes when you are building an asset, you
are drag and dropping several other assets into the scene and
frankensteining them together. You then end up with a huge nested tree of
namespaces that just takes forever to delete one at a time in the namespace
editor. I will share my script for collapsing namespaces at the end of
this email.
As annoying as they are, you can disable viewing namespaces in most
editors, and I recommend that you use them for your referenced assets,
otherwise you will end up with name clashing on the scene Root.
For example, the root object of all of our rigs is named "ROOT_NUL"
If we didnt use namespaces, each one of those would get a number appended
to them once imported. Not the end of the world, but I don't want my
referenced assets to go around changing their naming randomly.
yes we could use more unique names for our ROOT_NULS, like putting the
asset name in there, but I rather just let the namespace handle that, and
keep all of our assets and rigs standardised.
script for collapsing namespaces follows:
"""
Collapses all namespaces (including nested) to root.
"""
# Recursively collect all namespaces.
def get_all_namespaces(iter_nsp=[":"]):
for nsp in iter_nsp:
yield nsp
all_nested_nsp = cmds.namespaceInfo(nsp, listOnlyNamespaces=True) or []
for nested_nsp in get_all_namespaces(iter_nsp=all_nested_nsp):
yield nested_nsp
default_namespaces = [":", "UI", "shared"]
scene_namespaces = list(get_all_namespaces())
for nsp in reversed(scene_namespaces):
if nsp in default_namespaces:
continue
print "Removing namespace {}".format(nsp)
cmds.namespace(removeNamespace=nsp, mergeNamespaceWithRoot=True)
On Thu, Jun 14, 2018 at 4:47 PM, Stefan Kubicek <[email protected]>
wrote:
> Everybody hates Namespaces, but you don't necessarily need to use them.
> First of all: Maya is more permissive with regards to duplicate names since
> it only demands an objects “Full Name” (i.e. the name of the object
> prepended by all it's parent's names) to be unique in a scene. In
> Softimage, an objects name needs to be unique within it's Model,
> irrespective of it's location in the hierarchy under that model, which is
> of course a more deterministic way of identifying objects with regards to
> file referencing, the animation mixer, etc, but that's not the point here.
>
> In Maya, just like in 3dsMax or Softimage (or any other 3d package I
> think), you get automatic numbering of objects in case of a name clash
> (i.e. when the full name of the new object is similar). That usually occurs
> when creating or duplicating an object or node, importing or referencing a
> file, or rearranging objects in a hierarchy. The closest thing to the
> Softimage Model paradigm in Maya you can get is to use groups. For example,
> instead of maintaining your character rig and meshes under a model in Soft,
> you do the same under a group in Maya. There is even an option to
> automatically group objects on import, which is what I usually do, and/or
> to rename (i.e. number) clashing names on import, which is less tidy but
> also helpful sometimes. That's it.
>
> Stefan
>
> PS: I still hope to find out the address of that moron at Alias one fine
> day who decided that namespaces are a clever way to handle scene complexity.
>
> On 14.06.2018 09:56, Morten Bartholdy wrote:
>
> I am sure I am not the only one finding Mayas namespaces extremely
> annoying.
>
> If I do a search on Maya namespaces, numerous hits explain how namespaces
> are annoying and how to handle them and/or get rid of them via built-in
> tools, scripts, or other methods – one of these even come from an Autodesk
> Technical Specialist: https://area.autodesk.com/
> blogs/the-maya-blog/maya_2012_namespace_and_prefix_tips_and_tricks/
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> so even Autodesk knows how annoying this is… these guys are inane.
>
> I get why there has to be a nameclash handling mechanism but find the
> straightforward method of incremental numbering in XSI as hassle free as
> possible, so I was wondering if anyone knows if there are any benefits at
> all with the Maya namespace method or if it has to do with Maya data
> handling why they haven't used the more straightforward incremental
> numbering which seems to be working in Maya anyway!?
>
> Thanks Morten ------ Softimage Mailing List. To unsubscribe, send a mail
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